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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.30 by root, Mon Apr 24 03:19:41 2006 UTC vs.
Revision 1.146 by root, Tue Jun 6 08:35:22 2006 UTC

1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html
3
1http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
2 5
3- IMPORTANT: slider should clip to valid range properly 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPIMPIMP-ORA-ANT: history for commandline :) 712:17 <@schmorp> will have to do that for gce too
5- IMPORTANT: user interface (window positions etc.) should be saved, but 812:17 <@schmorp> remind me of it
6 a) switching modes clears/recreates all widgets (has to, as parameters 912:17 <@schmorp> qwhen i next bundle it
7 are not resolution-independent)
8 b) widget layout is nontrivial as to not obscure map
9 c) need better way to center map then middle-button, maybe map overview
10 (but updates will be slow UPDATE updates are not at all slow).
11 10
11- IMPORTANT: recording multiple macros results in only one macro recorded
12- IMPORTANT: texture reload not working on scaras machine
13- IMPORTANT: pickup ratio not settable?
14- IMPORTANT: tooltips that are near the bottom of the screen should be completely visible.
15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: bind keys using the completer
17- IMPORTANT: map-clicking is still off-by-one randomly
18- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
19- IMPORTANT: pickup, spell-list etc. try to send commands to the server even when $CONN is not available
20
21should be solved/investitaged before BETA release:
22- maybe support mb4/mb5 on selected widgets to facilitate scrolling
23 (inventory, spell list, messge log...) => marc
24- add lmb mouse = cast, mmb2 = invoke or so to spell list.
25- maybe open the help viewer on the first start, or a simple dialog that
26 initially lists keybidings for gcfclient converts.
27- add a "serve rinfo" setup page that tells you what the server supports
28 and more importantly what it does not support.
29- message log/textview flickers on update.
30- binding window and editor layout broken for long recordings
31- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
32 (use popups, not buttons)
33- minor: skill list which shows XP and lets u bind stuff
34- adding another notebook page "Debug" that sets debnugging flags might or
35 might not help tracking down bugs in the field?
36- log messages received and commands sent to ~/.crossfire/log.$ip
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, press quit)
39- mapmap (overview) - scroll visible area by clicking/dragging
40- maybe move window managing functionality into toplevel: better window management (graphical feedback)
41- the player weight somehow updates strangely when dropping/picking up
42 (update: is this still the case?)
43
44should be solved/investigated before 1.0 release:
45- what happened to the dialog being shown when modifiera are pressed, showing
46 keybindings for this modifier?
47- slider e.g. in setup/Spells is not updated when becoming visible
48- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
49- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
12- enter runmode when cursor-key repeats 50- enter runmode when cursor-key repeats (maybe not?)
13- mapmap (overview) 51- better focus management: put focus onto active windows, remove it again later
14 - convetr to real window 52 (mainly to speed up gui interaction when map isn't important).
15 - draw rectangle around visible area 53- cairo/win32 looks like shit (premultiplied alpha bug?)
16 - scroll visible area 54 (despite horrendous efforts, this is likely not fixable except by building a custom
17 - make size configurable/reesizable 55 libcairo for win32).
18- use real mapmap size in map caching, not hardcoded 250 size 56 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
57- the binding editor should have a append-record mode or something like that
58- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
59 and add column titles (also for other tables like inventory and bindings)
60- sliders do not change size after reconfigure.
61- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
62- investigate fill widget option.
63- win32, fow_tetxure sometimes nukes other textures
64 (mostly fixed, but still there: displays list and texture uploads do not go well together)
65- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
66- completer should know more about arguments, e.g. cast summon pet monster,
67 or that some commands do not take arguments ("drop all").
68- textview should not snap to bottom on resize.
69- alt+cursor == diagonal
70- look into extendedmapinfo
19- save only dirty cached maps, and save dirty maps != current map 71- save only dirty cached maps, and save dirty maps != current map
20- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 72- try to synchronize local animation speed with server updates to save on screen refreshes.
21- the stats for the gauges which get into the stats_update function are somehow weird 73- player list from server for tell etc. commands
74- examine etc., should use extendeddrawinfo or sth. similar
75- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
22- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 76- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
23- message window layout broken (entry too small). 77- performance: use texture collections for upstream server data instead if gobs
24- mesa-rendering of textview shows only garbage and/or another texture 78 of small textures.
25- label needs "expected char width" 79- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
26- toplevel should enforce that windows always be partially visible 80 affect neighbouring visible pixels (border bleeding).
27- maybe move window managing functionality into toplevel 81- pango fontsize measure and decrease to achieve real pixel height
28 82
29TEMPORARY SERVER TODO: 83TEMPORARY SERVER TODO:
30- run flawfinder on cf 84- palyer peaceful setting should be independen of game peaceful setting
31- disable old socket mode in server 85 (i.e. one should be able to become hostile against guards but still
32- implement suicide command for server 86 be peaceful - the palyer peaceful would be toggled by priests and shown
33- cavehippo wants hashstring to be changed to hash name 87 in who, the game peaceful steting would be toggled by the peaceful command
88 but not otherwise shown).
34- pippij wants playerstealing to work between hostile players 89- pippij wants playerstealing to work between hostile players
35- schmorp wants to rework the who output format
36- attempt_jump tries to kick jumped-into monster,s but doesn't work 90- attempt_jump tries to kick jumped-into monster,s but doesn't work
37- 1) If you hide, and someone can see you trying to hide, you'll get a 91- 1) If you hide, and someone can see you trying to hide, you'll get a
38 message, even when you can't see that other person. 92 message, even when you can't see that other person.
39- 2) hiding exp is always 1, independant of how difficult it is to hide 93- 2) hiding exp is always 1, independant of how difficult it is to hide
40- 3) jumping into monsters does no damage, even though it's supposed to 94- 3) jumping into monsters does no damage, even though it's supposed to
41 be an attack (mentioned before). You also get no exp for this 95 be an attack (mentioned before). You also get no exp for this
42- 10) (feature request): bug/typo/idea commands to automatically log 96- 10) (feature request): bug/typo/idea commands to automatically log
43 your comments, with the mentioning of the current map (and perhaps an 97 your comments, with the mentioning of the current map (and perhaps an
44 item, if you do 'bug <item>'). 98 item, if you do 'bug <item>').
45
46"workarounded" but not solved:
47(- IMPORTANT: move widgets to integer coordinates - fix containers!)
48(- pango fontsize measure and decrease to achieve real pixel height)
49 99
50set_face 4783 => 70 100set_face 4783 => 70
51libpng warning: Ignoring gAMA chunk with gamma=0 101libpng warning: Ignoring gAMA chunk with gamma=0
52allocating id 71 102allocating id 71
53OK 103OK
60allocating id 73 110allocating id 73
61OK 111OK
62set_face 4784 => 73 112set_face 4784 => 73
63libpng warning: Ignoring gAMA chunk with gamma=0 113libpng warning: Ignoring gAMA chunk with gamma=0
64 114
115 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass.
116 /*first pass*/
117 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
118 glDepthMask(FALSE); /*disable Z buffer*/
119 if (premultpliedTransparency)
120 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
121 else
122 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
123 /*render the object here*/
124
125 On the second pass, you should set the frame buffer alpha channel value to (1- a s )(1- a d ). To do this, you need to render the object again, with a different alpha value, as follows:
126 /*second pass*/
127 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
128 glDepthMask(FALSE); /*disable Z buffer*/
129 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
130 /*render the object with alpha replaced with 1-a*/
131
132 Finally, the third pass should replace the value in the alpha channel with the final value 1-((1- a s )(1- a d )). To do this, you need to render the object again, with its alpha value set to 1, as follows:
133 /*third pass*/
134 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
135 glDepthMask(TRUE); /*enable Z buffer*/
136 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
137 /*render the object with alpha replaced with 1*/
138
139

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